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ConvaiActionsHandler.cs
Only go through this if you want to customize the behavior of the NPC. Only proceed if you are familiar with gRPC and how to use it in Unity.
To understand the script in even more depth, please check out the comments in the script.
The ConvaiActionHandler script is responsible for handling the character specific actions settings. These specifically contain the actions that the character can perform. The script also parses the action responses received from the server and performs them in a sequence.
We will import Convai NPC Script which we will use to keep track of the current NPC by which the actions are supposed to be performed by.
using Convai.NPC;
using Service;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Security.Cryptography.X509Certificates;
using TMPro;
using UnityEngine;
The Action Choice enum is used to display the list of actions in the editor. This helps us choose the action in the script. We use the enum later to choose the function corresponding to the action.
// STEP 1: Add the enum for your custom action here.
public enum ActionChoice
{
NONE,
JUMP,
CROUCH,
MOVE_TO,
PICK_UP,
DROP
}
This class is used to keep track of the animations and the action enum corresponding to each action. An array of this class is used to keep track of all the actions that the character can perform.
[Serializable]
public class ActionMethod
{
[SerializeField] public string Action;
[SerializeField] public string animationName;
[SerializeField] public ActionChoice actionChoice;
}
This class is used to internally track the actions. While parsing the action, we break it down into a verb and, if present, a target. We use this data in our parser.
public class ConvaiAction
{
public ActionChoice verb;
public GameObject target;
public string animation;
public ConvaiAction(ActionChoice verb, GameObject target, string animation)
{
this.verb = verb;
this.target = target;
this.animation = animation;
}
}
In the awake function, we initialize the Global Actions settings and get an instance of the current NPC's Convai NPC component.
// Awake is called when the script instance is being loaded
private void Awake()
In the start function, we will initialize the actions config that contains all the actions related information like the actions that the current character can do and objects and the characters present in the scene. It also starts the coroutine
PlayActionList()
that listens and parses the actions that we receive as response from the server.// Start is called before the first frame update
private void Start()
The parse actions function takes the string containing the list of actions as an input and breaks it down into an object of ConvaiAction type. It converts the action to a verb and an object (or a target). It also gets a animation corresponding to the action string and the corresponding action enum.
After creating the Convai Action object, it adds it to a playlist, that will be played with the
PlayActionList()
function.public void ParseActions(string ActionsString)
This function checks a action playlist and execute the actions in order they are added to the playlist.
public IEnumerator PlayActionList()
The Do Action function uses the action Enum and the Target to execute the function corresponding to the action.
public IEnumerator DoAction(ConvaiAction action)
{
// STEP 2: Add the function call for your action here corresponding to your enum.
// Remember to yield until its return if it is a Enumerator function.
}
The animation Actions function executes actions that do not have a corresponding functions. Specifically cosmetic actions that are only supposed to play an animation.
private IEnumerator AnimationActions(string animationName)
This region is where we add the functions corresponding to each action.
// STEP 3: Add the function for your action here.
#region Action Implementation Methods
.
.
.
#endregion
Last modified 19d ago